Add flashing lights warning screen

This commit is contained in:
Jens Pitkänen 2019-08-22 22:41:54 +03:00
parent bc82214637
commit d2ceb75736
11 changed files with 806 additions and 529 deletions

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View File

@ -5,7 +5,7 @@ using UnityEngine.SceneManagement;
namespace Saltosion.OneWeapon.GUI {
public class BackToMainMenuButton : MonoBehaviour {
public int MainMenuScene;
public string MainMenuScene;
public void BackToMainMenu() {
SceneManager.LoadScene(MainMenuScene);

View File

@ -5,8 +5,8 @@ using UnityEngine.SceneManagement;
namespace Saltosion.OneWeapon.GUI {
public class MainMenuController : MonoBehaviour {
public int PlayGameScene;
public int OptionsMenuScene;
public string PlayGameScene;
public string OptionsMenuScene;
public void PlayGame() {
SceneManager.LoadScene(PlayGameScene);

View File

@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
namespace Saltosion.OneWeapon.GUI {
public class WarningScreenController : MonoBehaviour {
public TMP_Text ContinueText;
public float ContinueTextFadeInTime;
public float ContinueTextFadeInDelay;
public float ContinueTextBlinkingDelay;
public float ContinueTextBlinkingRate;
public string MainMenuScene;
private float StartTime;
private void Start() {
StartTime = Time.time;
}
private void Update() {
if (Time.time - StartTime >= ContinueTextFadeInDelay) {
// The text first fades in
float T = Time.time - StartTime - ContinueTextFadeInDelay;
float Progress = Mathf.Clamp(T / ContinueTextFadeInTime, 0, 1);
if (T > ContinueTextBlinkingDelay) {
// Then starts blinking after fading in
Progress -= (Mathf.Sin((T - ContinueTextBlinkingDelay - 0.5f) * Mathf.PI * 2.0f * ContinueTextBlinkingRate) * 0.5f + 0.5f) * 0.7f;
}
ContinueText.alpha = Progress;
} else {
ContinueText.alpha = 0.0f;
}
if (Input.anyKey) {
SceneManager.LoadScene(MainMenuScene);
}
}
}
}

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